using System; using Server; using Server.Items; namespace Server.Mobiles { [CorpseName( "a burning skeletal corpse" )] public class BurningArcher : BaseCreature { [Constructable] public BurningArcher() : base( AIType.AI_Archer, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a burning archer"; Body = 148; BaseSoundID = 451; Hue = 1256; SetStr( 176, 180 ); SetDex( 56, 75 ); SetInt( 186, 210 ); SetHits( 96, 110 ); SetDamage( 4, 10 ); SetDamageType( ResistanceType.Physical, 50 ); SetDamageType( ResistanceType.Fire, 50 ); SetResistance( ResistanceType.Physical, 35, 40 ); SetResistance( ResistanceType.Fire, 90, 100 ); SetResistance( ResistanceType.Cold, 50, 60 ); SetResistance( ResistanceType.Poison, 20, 30 ); SetResistance( ResistanceType.Energy, 30, 40 ); SetSkill( SkillName.Anatomy, 60.2, 100.0 ); SetSkill( SkillName.Archery, 80.1, 90.0 ); SetSkill( SkillName.MagicResist, 65.1, 90.0 ); SetSkill( SkillName.Tactics, 50.1, 75.0 ); SetSkill( SkillName.Wrestling, 50.1, 75.0 ); Fame = 3000; Karma = -3000; VirtualArmor = 38; AddItem( new Bow() ); PackItem( new Arrow( Utility.RandomMinMax( 150, 170 ) ) ); } public override void GenerateLoot() { AddLoot( LootPack.Rich ); } public override bool BleedImmune{ get{ return true; } } public override OppositionGroup OppositionGroup { get{ return OppositionGroup.FeyAndUndead; } } public override Poison PoisonImmune{ get{ return Poison.Regular; } } public BurningArcher( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } } }